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It also doesn't do a lot of handholding. That can be good in some respects, but it also gives it that "mile wide, inch deep" reputation. Elite Dangerous does have dense content, but people can easily miss huge areas of it and then think that there's not much to the game.
Like megaships. Someone went to a lot of work setting up some really quite sophisticated content there, but just looking at the mission board you'll probably take the massacre mission instead every time, right?
So- for in-ship stuff Elite Dangerous is second to none, both for the 6-axis flight model in general and all the content therein.
For on foot stuff, Elite Dangerous has.. it's there, and there's some other reasons to have Odyssey anyway, but it's not trying to be anything like what Star Citizen is in that regard.
For the 'living, breathing world' marketing speak, it's definitely got more than Star Citizen, and the BGS is quite complex but, again, you have to look for it. It doesn't do what Star Citizen pretends it someday will- for that there's only Eve, but you probably don't want that.
There's two things I would caution you about if you decide to take the plunge. First is that there's a lot of very confusing systems that the default tutorial doesn't really explain- that's because there's a whole training section on the mode select screen. You certainly don't have to do all of it, but you should know that it is there in case you get confused.
Secondly, written info on the internet tends to somewhat ok for this game, especially the dedicated sites, but almost all content on youtube is going to be either wrong or actively harmful; there's a lot of people trying to sell a way to "beat the grind" that is, in fact, the worst possible way to do whatever that thing is and will be neither fun nor faster than doing it properly. It's a nuisance and we get complaints here constantly from people who've been coached to skip whole segments of the game and then think there's no other way to do that thing.
...As an honorable mention, Elite Dangerous comes packaged with a full scale model of the Milky Way, one which routinely predicts the rough existence and location of previously undiscovered stars and exoplanets. This feeds down to the planet generation, so that there are billions (yes with a b) of full scale landable bodies with proper scaling of the horizon and gravity and which uses all the appropriate scientific principles to generate the terrain, geology, and volcanism, including whether that body should or should not, for example, have plate tectonics.
It's overkill, in a lot of ways, but the verisimilitude gives the world generation an enormous amount of weight that other games just do not and cannot have.
A complex background simulation (BGS) with thousands upon thousands of factions battling for control in 20,000 inhabited systems
A real time strategy war against aliens taking place across 1000 systems, involving roughly 5000 anti-xeno players.
Remote outposts and settlements that will take you hours or days of in-game travel to reach.
Hundreds of abandoned bases, destroyed megaships, tourist beacons with logs - many of them voice acted.
Deep lore covering centuries of in-game time.
Federal, imperial and alliance superpowers with unique ships
More than a dozen major powers aligned with the above
A vast economy modelling supply and demand.
Completely modular ships - buy a hull and equip it for whatever task you want.
Engineering to specialise your modules, and thus ships.
The potential for thousands and thousands of hours of gameplay across hundreds of missions, highly varied gameplay loops.
Sorry, what was the other game you mentioned about again?
Interesting comparison, although I'm not sure CIG would enjoy the comparison to something that is known for housing sanctioned money launderers, and had a track record of abusing workers rights while it was under construction.
Still it did only take 6 years to be completed, so it has that going for it.
At least, this game works now.
Watching the Army constantly changing the design into something it was never intended to be is a perfect example of an out of control project run by the Military / Government.
After a while it seems the whole purpose of the project was just to exist as a project with no end in sight. Shifting goals and constant revisions.
It was a form of what the military calls "mission creep", and the term "Juggernaut" could definitely be applied. Constantly shifting goalposts, investigations, etc. Anyone who tried to bring the problems to light was shut down or overpowered by the sheer force of the various entities behind the project. It was one of the driving forces behind the Pentagon revamping how it developed weapons systems.
There are a lot of similarities.